Texture →
DataTexture
Creates a texture directly from raw data, width and height.
Constructor
DataTexture
function DataTexture( ): void;
The data argument must be an ArrayBufferView. Further parameters correspond to the properties inherited from Texture, where both magFilter and minFilter default to THREE.NearestFilter.
The interpretation of the data depends on type and format: If the type is
THREE.UnsignedByteType, a Uint8Array will be useful for addressing the texel
data. If the format is THREE.RGBAFormat, data needs four values for one texel;
Red, Green, Blue and Alpha (typically the opacity).
For the packed types, THREE.UnsignedShort4444Type and
THREE.UnsignedShort5551Type all color components of one texel can be addressed
as bitfields within an integer element of a Uint16Array.
In order to use the types THREE.FloatType and THREE.HalfFloatType, the WebGL
implementation must support the respective extensions OES_texture_float and
OES_texture_half_float. In order to use THREE.LinearFilter for component-wise,
bilinear interpolation of the texels based on these types, the WebGL
extensions OES_texture_float_linear or OES_texture_half_float_linear must also
be present.
Code Example
// create a buffer with color data const width = 512; const height = 512;
const size = width * height; const data = new Uint8Array( 4 * size ); const
color = new THREE.Color( 0xffffff ); const r = Math.floor( color.r * 255 );
const g = Math.floor( color.g * 255 ); const b = Math.floor( color.b * 255 );
for ( let i = 0; i < size; i ++ ) { const stride = i * 4; data[ stride ] = r;
data[ stride + 1 ] = g; data[ stride + 2 ] = b; data[ stride + 3 ] = 255; } //
used the buffer to create a DataTexture const texture = new THREE.DataTexture(
data, width, height ); texture.needsUpdate = true;
Properties
See the base Texture class for common properties.
flipY
flipY: Boolean;
If set to true, the texture is flipped along the vertical axis when uploaded
to the GPU. Default is false.
generateMipmaps
generateMipmaps: Boolean;
Whether to generate mipmaps (if possible) for a texture. False by default.
image
image: Object;
Overridden with a object holding data, width, and height.
isDataTexture
isDataTexture: Boolean;
Read-only flag to check if a given object is of type DataTexture.
unpackAlignment
unpackAlignment: number;
1 by default. Specifies the alignment requirements for the start of each
pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows
aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on
double-word boundaries). See glPixelStorei
for more information.
Methods
See the base Texture class for common methods.